Slight variance in floor (normal mapping?)
There are several things you could do, one way would be to put the Normal value into the Glossy BSDF shader as well as the diffuse:





However I would recommend using the Material Output node's Displacement input. I find that it works very well though in many instances, your type of scene especially.



Here is an example of what it does:



You can do this with any texture, from noise to musgrave to image to normal, they all work using this method. Now of course, the mesh profile will not change like with a real displacement modifier, but in your case, this doesn't matter, as you only want it to look like the bumps are there, and unless you put the camera right down next to the boards looking towards the horizon, you will never notice the difference, Much faster too.



You can also change the strength by using a Math node set to multiply:



You can find this node under Add > Converter > Math.

You can now change the height of the bumps by changing the lower Value up or down.



You can also use negative values to invert the bumps as well.



In your specific instance, you need to set up your nodes like this:



Then you might want to re-make your floor mesh, as currently it is made from many N-Gons. Anyways, be sure to change the Mix shader value, it is set so only the glossy will show (1.0 glossy shader)